mob/follower
	var
		mob/pc/Owner

	New(mob/pc/Ownere as mob)
		density = 0
		if(!Ownere)
			admin << {"\red No owner for follower [src]"}
			del(src)
		world << "[Ownere]"
		Ownere = Owner
		Give_ai()
		admin << {"\red [Ownere.name] given a Follower"}
		..()

	proc/Give_ai()
		walk_to(src,Owner,2,10)



	Dude
		icon = 'pc npc.dmi'
		icon_state = "guy"
	Frog
		icon = 'pc npc.dmi'
		icon_state = "frog"

mob/admin/verb
	Give_Follower(mob/pc/m as mob)
		set category = "Developer"
		var/mob/F = input(src,"Give a what to [m]","Whee") as mob in typesof(/mob/follower)
		if(istype(/mob/follower,F))
			F = new(m)
			F.Teleport(locate(m.x,m.y,m.z))
			m.pet = F


obj/object/Special
	Follower
		var/mob/follower/followerere
		New(mob/pc/Ownere as mob, mob/follower/followerer as mob)
		//	var/obj/right_hand = equipped["right hand"]
			..()
		inv_equip(mob/M, slot)
			var/mob/follower/F = followerere
			var/mob/pc/Mob = M
			F = new(Mob)
			F.Teleport(locate(Mob.x,Mob.y,Mob.z))
			Mob.pet = F
		Use(var/mob/pc/a)
			del(a.pet)
			a.pet = 0
			src << "Your follower dissapears with a puff of smoke"
